without an annoying graphics glitch causing parts of
skies to be
replaced with some bogus contents like white, black,
mirrors of a part of
ground etc.
Are you finding no errors at all? In Counter-Strike: Source, when running in anything above DX7 mode, on the map "de_aztec", the screen is often completely black - it appears to be when looking at water.
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without an annoying graphics glitch causing parts of
skies to be
replaced with some bogus contents like white, black,
mirrors of a part of
ground etc.
Are you finding no errors at all? In Counter-Strike: Source, when running in anything above DX7 mode, on the map "de_aztec", the screen is often completely black - it appears to be when looking at water.
Hi! We just tried it and we can't reproduce your problem. We were even going in the water itself and the display was smooth and without any distortion. We set the DX9 mode in the game command line (parameter -dxlevel 90). With regards, Pavel Troller
Hello
We just tried it and we can't reproduce your problem. We were even going in the water itself and the display was smooth and without any distortion. We set the DX9 mode in the game command line (parameter -dxlevel 90).
To say even more - with this new version all the random buffers that were displayed are finaly gone, so there's no more strange looking side effects on this map (especially at the bomb spot over at the ramp near the watter).
I've also made a test using UseGLSL=enabled, and the water looks perfect, tho the barrels seem overly shiny - same goes for the weapons the player is holding. I think there may be a texture stage missisng, tho everything else seems almost perfect (and with 16xAA looks amazingly well, with not much of a speed impact at 800x600).
Am Montag 05 März 2007 06:56 schrieb Pavel Troller:
without an annoying graphics glitch causing parts of
skies to be
replaced with some bogus contents like white, black,
mirrors of a part of
ground etc.
Are you finding no errors at all? In Counter-Strike: Source, when running in anything above DX7 mode, on the map "de_aztec", the screen is often completely black - it appears to be when looking at water.
Hi! We just tried it and we can't reproduce your problem. We were even going in the water itself and the display was smooth and without any distortion. We set the DX9 mode in the game command line (parameter -dxlevel 90). With regards, Pavel Troller
Keep in mind that for dxlevel 90 you have to enable glsl. Otherwise it is still dxlevel 80
--- Stefan Dösinger stefan@codeweavers.com wrote:
Am Montag 05 März 2007 06:56 schrieb Pavel Troller:
without an annoying graphics glitch causing
parts of
skies to be
replaced with some bogus contents like white,
black,
mirrors of a part of
ground etc.
Are you finding no errors at all? In
Counter-Strike:
Source, when running in anything above DX7 mode,
on
the map "de_aztec", the screen is often
completely
black - it appears to be when looking at water.
Hi! We just tried it and we can't reproduce your
problem. We were even going
in the water itself and the display was smooth and
without any distortion.
We set the DX9 mode in the game command line
(parameter -dxlevel 90).
With regards, Pavel Troller
Keep in mind that for dxlevel 90 you have to enable glsl. Otherwise it is still dxlevel 80
Could any of you test again with: OffscreenRenderingMode=fbo turned on?
I just turned that off (so it defaulted to backbuffer), and the problem actually went away. I had this turned on because it seemed to with problems with other games though. Which offscreenrenderingmode should be giving the best performance/compatibility?
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Could any of you test again with: OffscreenRenderingMode=fbo turned on?
fbos are broken with half life 2. It is broken because it uses a different depth stencil buffer size than the color buffer size.
I just turned that off (so it defaulted to backbuffer), and the problem actually went away. I had this turned on because it seemed to with problems with other games though. Which offscreenrenderingmode should be giving the best performance/compatibility?
For half-life 2 I'd suggest back buffer for now because nowadays it renders on AUX buffers which is faster than the context switch for pbuffers. Once fbos work with that game they should be used.
--- Stefan Dösinger stefan@codeweavers.com wrote:
For half-life 2 I'd suggest back buffer for now because nowadays it renders on AUX buffers which is faster than the context switch for pbuffers. Once fbos work with that game they should be used.
Thanks - backbuffer indeed works fine with HL2/CSS, and is faster than pbuffers.
Setting hl2.exe to use that, but leaving fbo as the global setting seems to work nicely.
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Hi
We just tried it and we can't reproduce your problem. We were even going in the water itself and the display was smooth and without any distortion. We set the DX9 mode in the game command line (parameter -dxlevel 90).
To say even more - with this new version all the random buffers that were displayed are finaly gone, so there's no more strange looking side effects on this map (especially at the bomb spot over at the ramp near the watter).
I've also made a test using "UseGLSL=enabled", and the water looks perfect, tho the barrels seem overly shiny - same goes for the weapons the player is holding. I think there may be a texture stage missisng, tho everything else seems almost perfect (and with 16xAA looks amazingly well, with not much of a speed impact at 800x600).
Hi
We just tried it and we can't reproduce your problem. We were even going in the water itself and the display was smooth and without any distortion. We set the DX9 mode in the game command line (parameter -dxlevel 90).
To say even more - with this new version all the random buffers that were displayed are finaly gone, so there's no more strange looking side effects on this map (especially at the bomb spot over at the ramp near the watter).
I've also made a test using "UseGLSL=enabled", and the water looks perfect, tho the barrels seem overly shiny - same goes for the weapons the player is holding. I think there may be a texture stage missisng, tho everything else seems almost perfect (and with 16xAA looks amazingly well, with not much of a speed impact at 800x600).
Hi! I've made also the glsl test. The same problem is here - there is too much shine all over the game. Not only barrels and weapons, but also faces, dresses, walls.. It looks like covered by the oil film. There are also some strange shadow effects - like that the top of the hand is dark and the bottom is bright, like if the light would come from the ground. And all this is of course much slower, doing about 8 - 10 fps on 1024x768. But yes, the water is really perfect. So we turned glsl off again, it seems that it really still needs some work. With regards, Pavel Troller
Hi! I've made also the glsl test. The same problem is here - there is too much shine all over the game. Not only barrels and weapons, but also faces, dresses, walls.. It looks like covered by the oil film. There are also some strange shadow effects - like that the top of the hand is dark and the bottom is bright, like if the light would come from the ground. And all this is of course much slower, doing about 8 - 10 fps on 1024x768. But yes, the water is really perfect. So we turned glsl off again, it seems that it really still needs some work. With regards, Pavel Troller
Well, the thing with glsl is that hl2 switches to dxlevel 90, and uses some more advanced d3d features. The main problem are sRGB read and write support(sort of gamma correction). The missing read support causes the overbright stuff, and the write support makes everything a bit darker.
In Episode one and Lost coast high dynamic range rendering is turned on too. This doesn't look correct either, and is much slower(on windows too).
If changing the fsaa setting in hl2 changes anything that is just imagination - it doesn't do anything yet, the multisample setting is just ignored right now.
On Mar 5, 2007, at 12:00 PM, Stefan Dösinger wrote:
Hi! I've made also the glsl test. The same problem is here - there is too much shine all over the game. Not only barrels and weapons, but also faces, dresses, walls.. It looks like covered by the oil film. There are also some strange shadow effects - like that the top of the hand is dark and the bottom is bright, like if the light would come from the ground. And all this is of course much slower, doing about 8 - 10 fps on 1024x768. But yes, the water is really perfect. So we turned glsl off again, it seems that it really still needs some work. With regards, Pavel Troller
Well, the thing with glsl is that hl2 switches to dxlevel 90, and uses some more advanced d3d features. The main problem are sRGB read and write support(sort of gamma correction). The missing read support causes the overbright stuff, and the write support makes everything a bit darker.
Is UseGLSL=enabled and -dxlevel 80 a meaningful combination that produces better results?
-Ken
Am Montag 05 März 2007 20:14 schrieb Ken Thomases:
Is UseGLSL=enabled and -dxlevel 80 a meaningful combination that produces better results?
It should produce the same results as ARB and 80.
(I know it doesn't work on the mac though. The mac falls back to sw rendering)
Hello
If changing the fsaa setting in hl2 changes anything that is just imagination - it doesn't do anything yet, the multisample setting is just ignored right now.
I've not changed the FSAA setting trough the game options. I've forced it on a lower level, that is on the graphics card driver level (using nvidia-settings). So it's not _just_ my imagination.
The main problem are sRGB read and write support(sort of gamma correction).
I suppose it's the last real thing to make Source-engine based games look perfect on Wine. Could i be of any help? I cannot program (a complete lack of C/C++ skills, bumer :( ), but i can do some extensive patch testing.
Wojciech 'arab' Arabczyk wrote:
Hello
If changing the fsaa setting in hl2 changes anything that is just imagination - it doesn't do anything yet, the multisample setting is just ignored right now.
I've not changed the FSAA setting trough the game options. I've forced it on a lower level, that is on the graphics card driver level (using nvidia-settings). So it's not _just_ my imagination.
The main problem are sRGB read and write support(sort of gamma correction).
I suppose it's the last real thing to make Source-engine based games look perfect on Wine. Could i be of any help? I cannot program (a complete lack of C/C++ skills, bumer :( ), but i can do some extensive patch testing.
Don't worry, I'm working on sRGB read and write support right now :D
I'm not sure when it will be completed but you'll see something soon (next few days / weeks)
Regards, Phil.
Hello
Don't worry, I'm working on sRGB read and write support right now :D
I'm not sure when it will be completed but you'll see something soon (next few days / weeks)
That's great news! Keep 'em comming ;-)
Am Montag 05 März 2007 20:28 schrieb Wojciech 'arab' Arabczyk:
Hello
If changing the fsaa setting in hl2 changes anything that is just imagination - it doesn't do anything yet, the multisample setting is just ignored right now.
I've not changed the FSAA setting trough the game options. I've forced it on a lower level, that is on the graphics card driver level (using nvidia-settings). So it's not _just_ my imagination.
Yeah, that works of course :-)
The main problem are sRGB read and write support(sort of gamma correction).
I suppose it's the last real thing to make Source-engine based games look perfect on Wine. Could i be of any help? I cannot program (a complete lack of C/C++ skills, bumer :( ), but i can do some extensive patch testing.
It is the biggest remaining visual problem as far as I can tell. There are other issues too, in the same way as arb with 80/81 isn't bug free yet.
Phil Costin was working on sRGB, but his time is limited. I don't know the current state, but last I knew he was pretty close, but has some problems with things that could be driver bugs.